You call forth a spirit that takes different forms depending on what type of weapon was used to cast the spell. When you cast the spell, choose an option of the following equipment: melee (max 2), ranged, or shield. The material component will be consumed and the spirit will equip their own version. The champion will be a medium sized warrior. The material components dictate which stat block is used. The Melee Champion is a humanoid shadow, the Ranged Champion is a cloaked figure, and the Shield Champion is a set of glowing armor. The champion disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. When cast at 6th level or higher, the summon gains additional features.
Melee Champion
Medium monstrosity
Armor Class 11 + the level of the spell (natural armor)
Hit Points 35 + 15 for each spell level above 3rd
Speed 40 ft.
Damage Resistances necrotic
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 10
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Melee Caster (6th level). When you cast a spell with a range of touch, the spirit can deliver the spell as if it had cast the spell. The spirit must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, use your spell attack modifier for the roll.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Strike. Melee Weapon Attack: your spell attack modifier to hit, reach of given weapon, one target. Hit: uses the given weapon's damage die + 3 + the spell's level cold damage.
Bonus Actions
Two-Weapon Fighting. When the Strike action is taken with a light melee weapon, the spirit can use its Bonus Action to Attack with a different light melee weapon in its other hand. This second strike acts the same as if taken during the Action.
Shadow Jump (6th level). If you are within 30 ft. of the spirit, it can exchange places with you.
Ranged Champion
Medium fey
Armor Class 11 + the level of the spell (natural armor)
Hit Points 30 + 10 for each spell level above 3rd
Speed 40 ft.
Condition Immunities charmed
Senses darkvision 60 ft., passive Perception 13 + proficiency
Languages Sylvan, understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Hidden Strike. Once per turn, the spirit can deal an extra 1d6 damage to one creature it hits with an attack if it has advantage on the attack roll. Advantage is not needed if another enemy of the target is within 5 ft. of it, that enemy isn't incapacitated, and the spirit doesn't have disadvantage on the attack roll.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Shoot. Ranged Weapon Attack: your spell attack modifier to hit, reach of given weapon, one target. Hit: uses the given weapon's weapon die + 3 + the spell's level piercing + 1d6 force damage
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. The fey has advantage on the next attack roll it makes before the end of this turn.
Natural Sneak. The spirit can take the Hide action as a bonus action.
Shield Champion
Medium celestial
Armor Class 14 + the level of the spell (shining armor)
Hit Points 35 + 20 for each spell level above 3rd
Speed 40 ft.
Damage Resistances radiant
Condition Immunities frightened
Senses darkvision 60 ft., passive Perception 12
Languages understands the languages you speak
Challenge — Proficiency Bonus equals your bonus
Friendly Caster (6th level). When you cast a spell with a range of touch, the spirit can deliver the spell as if it had cast the spell. The spirit must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, use your spell attack modifier for the roll. The spirit can only target a willing creature.
Protection. When a creature the spirit sees attacks a creature within 5 ft. of the shield spirit, it can use its reaction to reduce the damage the target takes by 1d10 + proficiency.
Actions
Multiattack. The spirit makes a number of attacks equal to half this spell’s level (rounded down).
Light Hammer. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d4 + 3 + the spell's level force damage.
Bonus Actions
Challenger (1/Day). The spirit bangs its hammer against its shield. The spirit can cast compelled duel against a target it sees within 30 ft. The target must save against your spell save DC.
Previous Versions
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6/3/2022 10:06:54 AM
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8
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Coming Soon
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6/3/2022 11:47:38 AM
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9
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1.5
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Coming Soon
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